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[MOD 0.16+] AutoDeconstruct 0.1.11

Posted: Wed Nov 04, 2015 9:47 pm
by mindmix
AutoDeconstruct

Info:
Automatically marks your miners for deconstruction when they run out of resources to mine.
  • Name: AutoDeconstruct
  • Latest Release: v0.1.11, February 22, 2018
  • Tested Factorio Version: 0.16.25
  • License: MIT license
  • Tags: auto, deconstruct, convenince
Enables you to automatically send spent miners and their modules back to base instead of leaving them idling in the field.
Optionally removes the chest that the drill is outputting to (enabled by default).


Video showing the mod in action (0.0.2)
Version history

Re: [MOD 0.12.15+] AutoDeconstruct 0.0.3

Posted: Sun Jan 31, 2016 2:56 am
by waduk
Is this a known issue ?
Error notification when placing pumpjack.
Nothing crash though

http://i.imgur.com/8vyDTRZ.png

Re: [MOD 0.12.15+] AutoDeconstruct 0.0.3

Posted: Sun Jan 31, 2016 9:16 am
by Koub
Hi Mindmix,

Took the liberty to edit your post because one list tag included almost all the remaining of your post, including the spoilers for history, ... The forum doesn't cope well with such things, and it broke its layout. Now it's fixed :).

Re: [MOD 0.12.15+] AutoDeconstruct 0.0.3

Posted: Sat Feb 13, 2016 2:33 pm
by Arumba
This mod would be amazing if it could auto-detect different mining drills. I tried installing it on an existing Bob's Mods run that I have going and it throws out errors for everything outside of burner miners and regular mining drills. I looked through the code and I am not sure why it is also throwing errors regarding pump jacks, but it is.

Wishing for an update!

Re: [MOD 0.12.15+] AutoDeconstruct 0.0.3

Posted: Tue Feb 16, 2016 10:30 pm
by mindmix
waduk wrote:Is this a known issue ?
Error notification when placing pumpjack.
Nothing crash though

http://i.imgur.com/8vyDTRZ.png
Fixed in 0.0.4, thank you for reporting.

Koub wrote:Hi Mindmix,

Took the liberty to edit your post because one list tag included almost all the remaining of your post, including the spoilers for history, ... The forum doesn't cope well with such things, and it broke its layout. Now it's fixed :).
Thank you, I appreciate the effort.

Arumba wrote:This mod would be amazing if it could auto-detect different mining drills. I tried installing it on an existing Bob's Mods run that I have going and it throws out errors for everything outside of burner miners and regular mining drills. I looked through the code and I am not sure why it is also throwing errors regarding pump jacks, but it is.

Wishing for an update!
This should now work with 0.0.4



The reason for the message about pumpjacks is that they have the mining-drill prototype, so the code can't easily distinguish between them (one mines solid resource, the other mines fluid resources)

Re: [MOD 0.12.25] AutoDeconstruct 0.0.7

Posted: Thu Jun 09, 2016 8:48 pm
by user0900
Hi Mindmix,

I was using your mod with the Homeworld mod and a couple of others. The sand collector(Homeworld) keeps on getting set for removal even though there is enough resources.
Is there a configuration that I can add an item name or resource name into to fix the scanning?

thanks
~0900

Re: [MOD 0.12.25] AutoDeconstruct 0.0.7

Posted: Sat Jun 11, 2016 7:57 pm
by Qon
I don't really get the point. I can just use a deconstruction planner to mark all the miners at once. It's a single action. Is this so that you can more easily retrive a few miners at a time if they run out? Miners are so cheap that it doesn't really matter. Once you have bots that can autodeconstruct you can afford to shoot the miners instead of picking them up. I don't see what problem it solves, did I miss something?

Re: [MOD 0.13.0] AutoDeconstruct 0.1.0

Posted: Tue Jun 28, 2016 12:07 am
by mindmix
Moved from work in progress to helper mods.

Re: [MOD 0.14+] AutoDeconstruct 0.1.5

Posted: Tue Sep 13, 2016 10:36 pm
by iceman_1212
i get the following console message when i use this mod. i believe it happens whenever a drill is marked for deconstruction

Image

i'm running latest experimental as well as a bunch of mods, incl. bob's which adds new miners. though i get this error even when i play without bobs active

Re: [MOD 0.14+] AutoDeconstruct 0.1.5

Posted: Sun Sep 18, 2016 9:53 pm
by mindmix
iceman_1212 wrote:i get the following console message when i use this mod. i believe it happens whenever a drill is marked for deconstruction

Image

i'm running latest experimental as well as a bunch of mods, incl. bob's which adds new miners. though i get this error even when i play without bobs active
This issue is with the mod called "Automatic Deconstruction", which assumes that when something is marked for deconstruction it is triggered by a player.
I have made a pull request to remedy this, you can track it's progress here.

Re: [MOD 0.14+] AutoDeconstruct 0.1.5

Posted: Sun Sep 25, 2016 10:18 pm
by iceman_1212
Ah gotcha, thanks a lot. The names are so similar that I often get confused. My bad

Re: [MOD 0.14+] AutoDeconstruct 0.1.5

Posted: Mon Sep 26, 2016 5:20 am
by mindmix
No worries, I hadn't heard of that mod either so it confused me at first too.

Re: [MOD 0.14+] AutoDeconstruct 0.1.5

Posted: Fri Jan 13, 2017 12:45 am
by FactorioHasAteMe
I was curious as to how you disable the deconstruction of chests? I have a largely logistics base, and when the chests are deconstructed, it hinders some of my workforce.

Re: [MOD 0.14+] AutoDeconstruct 0.1.5

Posted: Sun Jan 15, 2017 6:35 pm
by mindmix
FactorioHasAteMe wrote:I was curious as to how you disable the deconstruction of chests? I have a largely logistics base, and when the chests are deconstructed, it hinders some of my workforce.
In config.lua, change line 4 to

Code: Select all

autodeconstruct.remove_target = false
I will make this change easier when .15 comes out

Re: [MOD 0.14+] AutoDeconstruct 0.1.5

Posted: Mon Jan 16, 2017 1:46 am
by FactorioHasAteMe
That was pretty fast, thanks!

(PS: love your mod! :D )

Re: [MOD 0.14+] AutoDeconstruct 0.1.6

Posted: Tue Apr 11, 2017 1:35 am
by FactorioHasAteMe
Image

I don't exactly know what you mean by the fourth line.

Re: [MOD 0.14+] AutoDeconstruct 0.1.6

Posted: Mon Apr 17, 2017 5:23 pm
by mindmix
FactorioHasAteMe wrote:Image

I don't exactly know what you mean by the fourth line.
Image

Line three, currently. I guess notepad doesn't display linebreaks properly.

Re: [MOD 0.14+] AutoDeconstruct 0.1.6

Posted: Mon Apr 24, 2017 7:39 pm
by FactorioHasAteMe
What do you use for coding? Like what alternative would you suggest to notepad?

Re: [MOD 0.14+] AutoDeconstruct 0.1.6

Posted: Tue Apr 25, 2017 5:05 am
by mindmix
FactorioHasAteMe wrote:What do you use for coding? Like what alternative would you suggest to notepad?
I use notepad++

Re: [MOD 0.15+] AutoDeconstruct 0.1.8

Posted: Sun May 07, 2017 11:10 pm
by staviq
Hi, i found a not exactly a bug, but

If a drill is marked for deconstruction, and i save the game before it is deconstructed, upon loading the game, the drill will be unmarked, and never ever deconstructed.

This is happening because i presume Factorio does not correctly save all items marked for deconstruction into a game save file.

If you could just make it so when the game is started, all drills are re-evaluated again, but only once, this would i guess solve this problem.